D&D General Supposing D&D is gamist, what does that mean?

The intro to the game specifically calls out the Dungeon Master as being responsible for creating the adventures and calls them the heart of the game. I'm not sure how that squares with your depiction of the game. It certainly does not square with my reading of either the PHB or DMG.
The roles are asymmetrical, but they are not unequal. There's a version of 5e which is the version you might be thinking of, but that is not the only version of 5e. The game designers wanted an uncomplicated picture that could introduce anyone to the hobby. The advice text is advice: at a certain point one shouldn't treat it as a ball and chain.

How does this work? Suppose we start on an Archipelago that I've authored, drawing a map, left some blanks, sketched a few places, held them contingent. The climate is swingy on the Archipelago - perhaps I've generated a whole year of weather ahead of time (who knows if we'll get to use it, and maybe we need a decade of weather?!) I have a Big Picture. Enter the players. They say who their characters are and what they are interested in. We start a conversation about the Archipelago. I'm not sole author any more.

If my players are standing at a safe with intent to open it, they're there with their objectives in mind. It's in view of resolving those objectives that they try to open the safe. D&D can be run as a railroad. When it's run that way - fair enough, your players are at the safe because you put them there. That's one way to run 5e. OotA is designed as a railroad, but it also contains a compelling Big Picture and some nice maps: we went hugely off-piste in playing it.
 

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I'm really not trying to be difficult here, but it seems like you are describing clearstream's game rather than the game as described by the text.
I sincerely feel you are allowed to make decisions about games. Game texts are tools. You can decide - is the advice text a ball-and-chain and I'll make sure I uphold it? 5e is DM-curated - it is system + DM matters. When I'm DM, that matters. [EDIT To answer your point directly, yes, I am describing clearstream's version of 5e. That's what DM-curated entails.]

The intro calls out that it's your game. All through the game text is advice like
Inventing, writing, storytelling, improvising, acting, refereeing-every DM handles these roles differently, and you'll probably enjoy some more than others. It helps to remember that DUNGEONS & DRAGONS is a hobby, and being the DM should be fun. Focus on the aspects you enjoy and downplay the rest. For example, if you don't like creating your own adventures, you can use published ones. You can also lean on the other players to help you with rules mastery and world-building.

The 5e game mechanics don't get in the way of asymmetrical but equal, shared authorship. As DM, non-player character means and motives are mine to decide: I say what non-player characters do. There can even be non-player characters I know about that the player-characters haven't met yet. I don't say - I never get to say - what player-characters do! This idea - that my players in 5e could be standing at a safe that they have zero meaningful objectives in relation to - I honestly don't get that?
 
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Why have the players chosen to open that safe? We're here, why? Unless I picture the party going about opening random safes, the desired consequence - find what you were looking for in the safe - is what is resolved.

<snip>

Beyond whatever events kicked off play in session 1, DM does not decide if there is a situation: that's up to the group. Consequences are known - due to player choices and big picture elements - going in. DM doesn't choose stakes, they're chosen by the group.
If my players are standing at a safe with intent to open it, they're there with their objectives in mind. It's in view of resolving those objectives that they try to open the safe. D&D can be run as a railroad. When it's run that way - fair enough, your players are at the safe because you put them there. That's one way to run 5e.
The following passages are quoted from pp 2, 58 and 63 of the Basic PDF; they have some overlap with what @Campbell posted:

In the Dungeons & Dragons game, each player creates an adventurer (also called a character) and teams up with other adventurers (played by friends). Working together, the group might explore a dark dungeon, a ruined city, a haunted castle, a lost temple deep in a jungle, or a lava-filled cavern beneath a mysterious mountain. The adventurers can solve puzzles, talk with other characters, battle fantastic monsters, and discover fabulous magic items and other treasure.

One player, however, takes on the role of the Dungeon Master (DM), the game’s lead storyteller and referee. The DM creates adventures for the characters, who navigate its hazards and decide which paths to explore. The DM might describe the entrance to Castle Ravenloft, and the players decide what they want their adventurers to do. Will they walk across the dangerously weathered drawbridge? Tie themselves together with rope to minimize the chance that someone will fall if the drawbridge gives way? Or cast a spell to carry them over the chasm?

Then the DM determines the results of the adventurers’ actions and narrates what they experience. Because the DM can improvise to react to anything the players attempt, D&D is infinitely flexible, and each adventure can be exciting and unexpected. . . .

An ability check tests a character’s or monster’s innate talent and training in an effort to overcome a challenge. The DM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results. . . .

To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success - the creature overcomes the challenge at hand. Otherwise, it’s a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the DM. . . .

Whether adventurers are exploring a dusty dungeon or the complex relationships of a royal court, the game follows a natural rhythm, as outlined in the book’s introduction:
1. The DM describes the environment.
2. The players describe what they want to do.
3. The DM narrates the results of their actions.
Typically, the DM uses a map as an outline of the adventure, tracking the characters’ progress as they explore dungeon corridors or wilderness regions. The DM’s notes, including a key to the map, describe what the adventurers find as they enter each new area. Sometimes, the passage of time and the adventurers’ actions determine what happens, so the DM might use a timeline or a flowchart to track their progress instead of a map.​

The first paragraph refers to exploring, discovering and solving puzzles. Where does the fiction come from that is explored or discovered, and that makes up the puzzles that are solved? To me, the answer to that question is found in the last of the quoted passages: the GM has a map and a key, or notes in other forms that can serve a comparable purpose. That conclusion is reinforced by the second paragraph's reference to the GM creating an adventure which contains hazards to be overcome, and which contains paths to explore.

The description of the action resolution process further reinforces this picture, which is not an unfamiliar one to anyone familiar with AD&D, B/X, or 3E. Players decide what their adventurers want to do, which is described in terms of tasks - roping, walking, casting, flying. In the fourth paragraph, the function of an ability check is said to be to determine what happens if an attempted action has a chance of failure. What failure means here is not stated, but the overall procedure only makes sense if it means failure at task. Here are some reasons why I say that:

* Success means the creature overcomes the challenge at hand. That suggests task, not conflict, resolution. What happens when the task is succeeded at? The GM's decision about the hazards to be overcome tells us that. If what happens was determined by player-authored intent, then all the stuff about the GM creating the adventure would be redundant.

* The final paragraph I've quoted says that the DM’s notes, including a key to the map, describe what the adventurers find as they enter each new area. That more than suggests - it outright states - that action declarations like I look through the doorway or I look in the safe are resolved by the GM saying what the PC sees. This is not consistent with using a check to open a safe with the goal of finding certain documents to resolve not only whether or not the safe is opened but also whether or not it contains the documents in question.

* Thinking of the safe example, if a player has their PC cast a Knock spell then no check is required: it's drama resolution. But there is not the least suggestion that, by casting a Knock spell, a player can establish that the fiction contains not only an open safe but also an open safe containing the documents I'm looking for. Nor do the rules contain any description of how the action declaration I cast a Knock spell might be turned into a conflict resolution declaration with stakes and a risk of failure and hence adverse consequences.​

This is why I have repeatedly asked how you are establishing situations, establishing stakes, and resolving them.

For instance, your players want their PCs to find certain documents:

* How do you establish whether or not there is a safe for them to search? [The rules I've quoted say that the GM writes this into their notes, and the players must declare actions that establish a fictional position for their PCs that makes We open the safe a permissible action declaration.]

* If the PCs are standing around a safe, and declare We open the safe looking for the documents, how do you establish whether - if they successfully open the safe (by making a check, or by casting Knock, or because you as GM decide there is no chance of failure and so don't require anything further beyond the declaration) - they find the documents inside. [The rules I've quoted say that the GM writes the location of the documents into their notes, and to find them the players must declare actions that establish a fictional position for their PCs that makes I pick up the documents I see a permissible action declaration.]

* If the PCs open the safe, and do or don't find the documents they are looking for, how do you establish whether that resolves the situation or rather is just a step in the rising action, with further immediate consequences or escalation of the situation flowing? [The rules I've quoted say that the GM does this, primarily by referring to their notes, which describe what is there, what the relevant timelines and events might be - eg guard timetables - etc.]​

I sincerely feel you are allowed to make decisions about games. Game texts are tools. You can decide - is the advice text a ball-and-chain and I'll make sure I uphold it? 5e is DM-curated - it is system + DM matters. When I'm DM, that matters.

The intro calls out that it's your game.
This is not in dispute, but doesn't really respond to @Campbell's point and certainly doesn't answer my questions. I am asking - and now have asked many times - how you make certain decisions. Upthread, when you described your processes, they seemed to conform rather closely to the 5e rules text:

The fact that the GM can choose to follow up the resolution of the safe-opening task with whatever framing they prefer - empty safe, locked safe, guards turning up, the heavens opening and angels appearing, etc - doesn't change the basic point.

The fact that you point to extrapolations from the fiction - What NPCs or polities, with what motives, are implicated? Have the PCs avoided passing guards or magical alarms? What other means might those NPCs and polities have? - only reinforces my point. You are describing exploratory play. The GM is in a privileged position of authorship. That's how exploratory play works! (I posted some examples of my actual play upthread, and linked to fuller play accounts.)

<snip>

But in the posts I've quoted you're not describing anything fundamentally different from the example found on p 2 of the Basic PDF, that I posted upthread. Fundamental to framing, and to resolution, is the fiction established by the GM.

You're now saying that you don't follow the processes set out in the 5e rules. OK. But I'm at a loss as to what processes you do follow.

As DM, non-player character means and motives are mine to decide: I say what non-player characters do. There can even be non-player characters I know about that the player-characters haven't met yet. I don't say - I never get to say - what player-characters do!
There are two interpretations of this.

One is fairly trivial: the GM handles the backstory, the players declare actions for their PCs. Most RPGs works this way. Apocalypse World, Tunnels & Trolls, RuneQuest, Burning Wheel, the Dragonlance modules for AD&D - they all work this way.

The other is false: if a player declares I open the safe to look for the documents, and the GM's notes have determined that the safe is empty, then one true description of what the character is doing is opening the safe that doesn't have what they want in it. And it is the GM who has decided that that description is true, in virtue of their authoring of their notes, not the player.

This idea - that my players in 5e could be standing at a safe that they have zero meaningful objectives in relation to - I honestly don't get that?
The only person entertaining that idea is you. I'm not. @Campbell is not. We are talking about who establishes what is at stake in an action declaration, and whether or not an action declaration resolves a situation. The fact that a player can decide their PC wants to look for some documents in a safe tells us nothing about the things Campbell and I are talking about. We're talking about what happens next - how is it established (i) whether or not the PC opens the safe and (ii) if they do, what they find in there, and (iii) whether or not they open it, and whatever they find, whether some further consequence results.

The 5e game mechanics don't get in the way of asymmetrical but equal, shared authorship.
I've already given one example in this thread where they do: the Knock spell gets in the way of resolving the opening of a safe to try and find documents in a conflict resolution fashion.
 

The following passages are quoted from pp 2, 58 and 63 of the Basic PDF; they have some overlap with what @Campbell posted:

In the Dungeons & Dragons game, each player creates an adventurer (also called a character) and teams up with other adventurers (played by friends). Working together, the group might explore a dark dungeon, a ruined city, a haunted castle, a lost temple deep in a jungle, or a lava-filled cavern beneath a mysterious mountain. The adventurers can solve puzzles, talk with other characters, battle fantastic monsters, and discover fabulous magic items and other treasure.​
One player, however, takes on the role of the Dungeon Master (DM), the game’s lead storyteller and referee. The DM creates adventures for the characters, who navigate its hazards and decide which paths to explore. The DM might describe the entrance to Castle Ravenloft, and the players decide what they want their adventurers to do. Will they walk across the dangerously weathered drawbridge? Tie themselves together with rope to minimize the chance that someone will fall if the drawbridge gives way? Or cast a spell to carry them over the chasm?​
Then the DM determines the results of the adventurers’ actions and narrates what they experience. Because the DM can improvise to react to anything the players attempt, D&D is infinitely flexible, and each adventure can be exciting and unexpected. . . .​
An ability check tests a character’s or monster’s innate talent and training in an effort to overcome a challenge. The DM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results. . . .​
To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success - the creature overcomes the challenge at hand. Otherwise, it’s a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the DM. . . .​
Whether adventurers are exploring a dusty dungeon or the complex relationships of a royal court, the game follows a natural rhythm, as outlined in the book’s introduction:​
1. The DM describes the environment.​
2. The players describe what they want to do.​
3. The DM narrates the results of their actions.​
Typically, the DM uses a map as an outline of the adventure, tracking the characters’ progress as they explore dungeon corridors or wilderness regions. The DM’s notes, including a key to the map, describe what the adventurers find as they enter each new area. Sometimes, the passage of time and the adventurers’ actions determine what happens, so the DM might use a timeline or a flowchart to track their progress instead of a map.​

The first paragraph refers to exploring, discovering and solving puzzles. Where does the fiction come from that is explored or discovered, and that makes up the puzzles that are solved? To me, the answer to that question is found in the last of the quoted passages: the GM has a map and a key, or notes in other forms that can serve a comparable purpose. That conclusion is reinforced by the second paragraph's reference to the GM creating an adventure which contains hazards to be overcome, and which contains paths to explore.

The description of the action resolution process further reinforces this picture, which is not an unfamiliar one to anyone familiar with AD&D, B/X, or 3E. Players decide what their adventurers want to do, which is described in terms of tasks - roping, walking, casting, flying. In the fourth paragraph, the function of an ability check is said to be to determine what happens if an attempted action has a chance of failure. What failure means here is not stated, but the overall procedure only makes sense if it means failure at task. Here are some reasons why I say that:

* Success means the creature overcomes the challenge at hand. That suggests task, not conflict, resolution. What happens when the task is succeeded at? The GM's decision about the hazards to be overcome tells us that. If what happens was determined by player-authored intent, then all the stuff about the GM creating the adventure would be redundant.​
* The final paragraph I've quoted says that the DM’s notes, including a key to the map, describe what the adventurers find as they enter each new area. That more than suggests - it outright states - that action declarations like I look through the doorway or I look in the safe are resolved by the GM saying what the PC sees. This is not consistent with using a check to open a safe with the goal of finding certain documents to resolve not only whether or not the safe is opened but also whether or not it contains the documents in question.​
* Thinking of the safe example, if a player has their PC cast a Knock spell then no check is required: it's drama resolution. But there is not the least suggestion that, by casting a Knock spell, a player can establish that the fiction contains not only an open safe but also an open safe containing the documents I'm looking for. Nor do the rules contain any description of how the action declaration I cast a Knock spell might be turned into a conflict resolution declaration with stakes and a risk of failure and hence adverse consequences.​

This is why I have repeatedly asked how you are establishing situations, establishing stakes, and resolving them.
As you are working from the Basic primer, that leaves you as I predicted with missing pieces. The salient 5e game text is the whole of Core - PHB, DMG, and MM together.

When I read the questions you ask, they seem indicative of grasping the text in a way that I don't find fruitful or necessitated. You then challenge me to explain away the difficulties you encounter as a result of grasping the text that way.

For instance, your players want their PCs to find certain documents:

* How do you establish whether or not there is a safe for them to search? [The rules I've quoted say that the GM writes this into their notes, and the players must declare actions that establish a fictional position for their PCs that makes We open the safe a permissible action declaration.]​
What brought your players to this safe? Why does it figure in your play?

* If the PCs are standing around a safe, and declare We open the safe looking for the documents, how do you establish whether - if they successfully open the safe (by making a check,​
What is the situation? What did your players describe doing?

or by casting Knock, or because you as GM decide there is no chance of failure and so don't require anything further beyond the declaration) - they find the documents inside.​
If they cast it, a knock spell allows your players to secure the resolution they want at the cost of a spell slot and a complication, i.e. a loud noise audible out to 300 feet. Can you say exactly what problem you see with that?

You're now saying that you don't follow the processes set out in the 5e rules. OK. But I'm at a loss as to what processes you do follow.
That is not what I am saying. I am saying that to be DM-curated entails that system and DM matters. As DM, I commit myself to being constrained by the game rules. Knock works, for example, it's not up to me to force the Arcane Trickster to roll some dice.
 

@Campbell it feels to some extent like there is a conflation of SN concerns with all other doubts. Again, to be really clear, I am not discussing SN play. I am talking about DM constraints. I do not describe 5e resolution as conflict-resolution, but as consequences-resolution. The conflicts are resolved, or not, in view of player intents that are not strongly represented in the mechanics (maybe only in TIBFs, alignment, inspiration.)

It's then up to each group how they play it. One group might conduct a kind of objective-free, exploratory play (some sort of setting-tourism). Another might conduct a railroad (characters may have presumed objectives, but players don't get to say what those are). A third still might play as I advocate, where we reached this safe because it matters to the players' objectives.

I can imagine scenarios where a random empty safe could be found. Say the characters are on a spree, knocking over banks. The safe contents are not really at stake. Going in, what players have most on their minds is the time taken to get in and out. That's the consequence we're then resolving. I think a principled, constrained GM call if the check fails (assuming no Knock spell) might be something like this: system's say is a failed roll can be success-with-complication, stakes declared up front is guards turn up, and that turns out to not be avoided. That's the vanilla version, because there also can be fair and constraining stakes that are known up front, but not as it happens by the players... or that are overlooked by them.

If one doesn't play a lot of 5e, it's easy to miss something that's actually there in plain sight. The rule that you only call for a roll when there are meaningful consequences means that you must decide on those consequences before the roll. It's not - fail the roll and make whatever up - it's what are we rolling for?
 
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All of this talk about “a safe” had me thinking about a recent Stonetop session with the PCs Cullen (Judge) and Dap (Lightbringer) played by @hawkeyefan and @Ovinomancer respectively.

They were trying to resolve a Threat that had manifested several sessions back (and was nearing its final box toward Impending Doom).

Some fiction that emerged from a prior Gordin’s Delve Adventure + an Opportunity result on Seasons Change (the gang is exiled from the dangerous Gordin’s Delve) + a divination by Dap + a Perilous Journey finds the PCs and the Gordin’s Delve exiled gang they’re looking for (their leader in particular and his inherited amulet) as the thralls of an Invasion of the Bodysnatcher’s type leviathan from the depths of the reservoir; all connected to it by long tendrils.

The leader can’t be found at the campsite. Things get dangerous pretty quickly and Dap and Grunhilda (one of three Stonetop guards they Requisitioned for the journey) look through the campsight for Jollum (a Seek Insight move). They locate a large, posh tent with tendrils going into it but happens to have the leather flaps closed and tied from inside.

Of course Jollum is in there but it’s not about whether Jollum is in there or not. It’s about what else is in there and how the nature of the situation in the tent challenges Dap’s Instinct (Hope), Cullen’s Instinct (Harmony), their need to get their requisitioned Stonetop residents (the guards) out of imminent danger, the need to resolve the Threat (the point of tracking down the gang in the first place), and the need to secure assets to improve Stonetop’s disposition (figuring out their already challenged Loadout in the interim).

And then Dap goes and makes an extremely intense move in the tent (carefully saving their enemy by making a move to extract the tendrils from him without killing him and then “hooking himself up to the kaiju and having a therapy session; “drifting the kaiju” as @Ovinomancer put it”).

In a traditional D&D game exempt from Story Now designs, this is likely how the scene ends up:

100 Gold Coins
Amulet retrieved
Gang left to die as thralls of leviathan
Or gang killed and leviathan killed

This is how that scene ended up:

No Gold for Stonetop

A cursed infant taken on

A very troubled gang youth taken on

The befriending of a forlorn kaiju (he just wanted a friend 🙁) that will require Season-spanning upkeep

A secured amulet

A dangerous gang left alive after parley with leadership and them being saved from the leviathan (a gang that will want revenge on the troubled youth - a result of a move made in the camp - who “turned colors” and is now a Stonetopper).




A game with Gamism as its play-directing priority neither has the constituent elements of the fiction introduced this way (and for these purposes) nor does it EVER resolve this way!

In either an HCS or a Process Sim game, the way and reason for the constituent elements of the shared imagined space are brought about is entirely different (and it’s different for each of them relative to each other) + the players’ orientation to play (and content generation and “stance”). And the process of play itself and the orientation to the play by the participants is entirely different. In HCS, it’s possible that the scene resolves this way (but the means to get their, the orientation to the play, and the experience of the participants will be wholly different). In play directed by Process Sim-priorities? No way no how does this scene emerge, unfold, or resolve this way (and the orientation to the play is wholly different).

The orientation of play (and the participants) to generating and resolving the “the contents of the safe” is deeply different in Story Now vs Gamism vs High Concept Sim vs Process Sim. Some of that is technical (eg task vs conflict resolution) and some of that is principles/best practices of play and some of that is authority distribution and some of that is incentive structures but ALL OF IT is the integrated superstructure of system and the attendant orientation to/procedures for generating content and resolving it.
 

Different play structures have different social constraints. A big one for more exploration focused play (as is typical for 5e) is the expectation of tangibility. Basically, that we can poke and prod at the setting and it holds up to scrutiny. That we can basically try to investigate the contents of that black box and move things from a hidden game state to a known game state. At that point these things become a constraint on the GM because players are able to keep them honest about the consistency of the setting. They have leverage.

That ability to poke and prod at the game setting with the expectation that there are layers to unravel (even if they are under construction) is not universally shared under all play structures. For insistence poking and prodding at the setting in Apocalypse World is just a prompt for the MC to make moves and frame potential conflicts. It's not going to provide leverage or allow you to neutrally navigate the setting just to sate your curiosity. There are no layers of the onion to discover.
Well said. And it just so happens that I really like having that onion there.
 

Well said. And it just so happens that I really like having that onion there.

Cool.

Does it now make since to you that “the layers of the onion” and “the prodding/peeling” are Sim priorities? The experiential quality of “being there, experiencing the setting, wandering and wondering, doing the thing(s)” has a considerable level of primacy or is, in fact, the point (eg without that orientation to play “it’s pointless”).

EDIT - I’d like everyone to reflect on that “its (the play) pointless” above.

We talk about priorities, agenda, and apex priority a lot.

How about inverting it?

If you can say “it’s pointless to even play without x being foundational to play” then you can identify what that x is and it probably maps fairly well to the concepts under discussion.
 
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Cool.

Does it now make since you you that “the layers of the onion” and “the prodding/peeling” are Sim priorities? The experiential quality of “being there, experiencing the setting, wandering and wondering, doing the thing(s)” has a considerable level of primacy or is, in fact, the point (eg without that orientation to play “it’s pointless”).
The onion absolutely is a sim concern. But it is different than more abstract genre/story emulation concerns and the existence of onion can fight against them, and those are often better server with more no myth approach. The objectively existing world limits what can happen, but if we don't have such limits, then the genre/thematically appropriate thing can always happen. Now you can have all sort of fuzzy onions and seed the onion with genre appropriate layers to begin with, but it is a balancing act and these are not the same thing.

(And no, I still don't think we need to have some one 'point' that we always prioritise above everything else.)
 

The onion absolutely is a sim concern. But it is different than more abstract genre/story emulation concerns and the existence of onion can fight against them, and those are often better server with more no myth approach. The objectively existing world limits what can happen, but if we don't have such limits, then the genre/thematically appropriate thing can always happen. Now you can have all sort of fuzzy onions and seed the onion with genre appropriate layers to begin with, but it is a balancing act and these are not the same thing.

(And no, I still don't think we need to have some one 'point' that we always prioritise above everything else.)

It seems to me that what you’re describing above is prioritizing Process Simulation (the importance of exploring and discovering and affirming the internal causality of the naturalistic cause and effect relationships of a system) rather than Genre Emulation (which is a quintessential part of High Concept Simulation). Without the focus of play in good part being about you being able to poke and prod and peel back the layers of “the world” (in reality, the Process Sim engine) > reveal a persistent world in the doing > flesh out a working model > make model-based inferences and extrapolations that anchor your play (all of this encompassing the experiential quality of “being there”, “deep immersion” etc), “play is pointless.” Pointless as in “can’t live (play) without.”

Yes? No?
 

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